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  1. #1

    Default Re: Discussion - Reinvigorating MTW/VI

    Might I guess that you 've been playing MTW (or VI for that matter) for after June-July 2004, if not quite more recently?;)

    the old players are running away because of the lack of tactics and noobs in MTW.
    No, the old players aren't running away, the old players are gone starting from Spring-Summer 2004 -I remember many good old players being away even before that- and now there are hardly any to run away. Not even 5% (not even 1% actually heh) of the people being in a clan in ,say, March 2004 are around now for the occasional game.The reasons you mention aren't the reason for the majority abandoning the game, although they hold some fragments of truth, maybe in a different way that you originally intended tho. A search on topics in MTW/VI a year and more ago in this particular forum will reveal a bit of what people thought around those times.


    I 'll let somebody else to comment your post, I'll just say that 16 units are manageable for the average player, and possibly some people would easily manage 20 units, provided the speed isnt as fast as RTW's. The reason that team games seem like multiple 1v1s to you can be attributed only to the skills of the players you playing with , and subsequently with the lack of clans and competitive play - these have been talked to death as well as the next subject , that of modding the game, attempted many times but anythign from maps to new set of stats isn't appealing to the general TW public, this was the case from STW and still continues to be so, even more when nowdays VI/MTW mp players don't frequent such sites.
    For a change I say you could download at least the mp mappack v1-3 and say to the people you play regurarly with to do the same;)
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  2. #2
    aka AggonyRom Member Ghost of Rom's Avatar
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    Default Re: Discussion - Reinvigorating MTW/VI

    IMHO this game is getting stale because...it's been out for a really long time. Any game (anything) will get old if you play it often enough.
    16 units:
    It takes some practise (and grouping) to handle so many units, but that is one of the reasons this game is so fun. It has a lot of depth and skill to it. Plus you can be thinking about tactics and units when your boss thinks you're working!
    Last edited by Ghost of Rom; 07-25-2005 at 10:36.

  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Discussion - Reinvigorating MTW/VI

    Quote Originally Posted by Rom
    Plus you can be thinking about tactics and units when your boss thinks you're working!


    But what if your boss is a member of this forum?!
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  4. #4
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Discussion - Reinvigorating MTW/VI

    Strange, I thought people would use multiplayer like a real army would. Someone controls the calvary, someone else the infantry, etc. Instead it's just a slugfest?


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  5. #5

    Default Re: Discussion - Reinvigorating MTW/VI

    Both of those assumptions are wrong. A person chooses up to 16 units with the amount of money available. One could choose to take all cavalry, or all infantry, or go heavy on missile units, or take a balanced army, comprising of all three types.

    Then how it plays out depends on the individual in command. I prefer to do multiple feints and then pin with infantry and outflank with cavalry. Other people prefer to do full, head on attacks. Still others prefer to sit back and let themselves be attacked.

    If you are on a team, you will have to work together to succeed. A team that is comprised of three good players that do not work too well as a team can and will be beaten by a team of three average players that work together.
    Last edited by Grey_Fox; 08-23-2005 at 17:55.

  6. #6
    Very Senior Member Gawain of Orkeny's Avatar
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    Default Re: Discussion - Reinvigorating MTW/VI

    1. The reason strategy has stagnanted is that people play the same maps over and over again, maps that are not very challenging to work with. When ever I play online (which I plan on doing when I get back from NYC,
    That has nothing to do with strategy. Strategy is just as important on steppes as on any other map.

    The reason team games are so boring, is that team games today are for instance in a 3 vs 3 match, 6 seperate armies fighting, not 2 armies fighting each other.
    Then I suggest your not playing as a team. I Know the good clans of old here certainly always fought as one army as thats the secret of victory.

    I think that the best way to rememdy this situation is A. to limit the amount of units in each army, this allows you to fight with better valour units,
    Thats a function of the florin level not how many units you take.

    as well as allows you to be a wing/center of an army rather than a seperate army.
    Again this is your and your allies fault. Most clans again learn to play as a single army in fact in RTK we developed what we called combined armies and you would have units all over the field.

    . I often hear people say ohh, you attacked before your partner joined up with you, which according to them is a basic of team games. It seems to me, they want to create 1 large army out of 3 forces (in a 3vs3), not 3 armies.
    Thats the whole idea.

    The smaller amount of units will reflect that. When you have 16 units to Micromanage, sometimes you can loose track of what is going on with your allies.
    In other words you cant handle big armies and battles

    My ideal small unit armies would be from 6-10 units rather than 16.
    I used to host games with 6 or 7 units max. Sometimes I would also make each player take all cav, inf, range or cav alowing their gen to be whatever they like forcing them to make a combined army. It is quite a bit of fun and requires more teamwork . The only thing limiting any of this is our imaginations .

    1. VI units need to be edited, Swordsmen power down, Pikemen power up, make stronger when in hold position, as well as spearmen.
    I have also addressed this with the current tourney rules of V1 max on swords and cav.

    The reason MTW/VI isnt as popular is as has been said its getting old and most of all most vets went to RTW when it came out.

    You want to revatilize it ? Then everyone should DL La Reconquista mod and try that for a while. Its a whole new game.

    Or better yet form clans again and learn how to play it right.
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  7. #7
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: Discussion - Reinvigorating MTW/VI

    A MTW/VI Triple Crown, Clan versus Clan Tournament is soon to start.

    Clans already confirmed for this 4v4 event:

    Aggony
    Tiger
    Takiyama
    Clan LONG
    Celtiberos
    Hunter
    Pendragon
    Mokum Knights
    RTK
    Sacred Company
    Armata della Fenice

    The They will be playing by the Valour Rules:

    Valour One as the overall Maximum, with Valour Two Max for units with an Anti-Cavalry Bonus, and No Artillery.

    Early, High, and Late Eras limited to 7, 8, and 9000 Florins respectively.

    All played on the Realm custom maps with any terrain possibly prescribed for any given Match.


    At the CWC we have had a full set of Medieval Clan Wars Seasonal Championships, a special Knights OF Summer Competition, and a Grand Championship, all under a “no rules” convention. We now move on to the next and more difficult level, with rules that produce a more Challenging Contest. For us MTW/VI has entered a New Era.

    The aim of all this to put the Challenge back, and bring the players back to a game they have played for years by reinventing it This is at least one way to Reinvigorate the MTW/VI community. And it seems to be working.

    We hope that you too will play the Valour Rules, to help us in this effort.

    For more information on these rules, and tools to help you create the new armys they require, please visit the Clan Wars message board, “The Knights Of Valour Base Rule” thread.

    http://p219.ezboard.com/fclanwars354...opicID=4.topic


    Last edited by Tomisama; 08-24-2005 at 01:30.
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